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1.5 Patch messes up many mods


Grifman

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According to these threads at the Beth forums

 

http://www.bethsoft.com/bgsforums/index.php?showtopic=985364

 

http://www.bethsoft.com/bgsforums/index.php?showtopic=986090

 

the following will happen if 1.5 is installed:

 

Non-Persistant objects (statics ect) placed by mods will vanish upon loading them the second time. If you changed an already existing object in Fallout3.esm then it will reset to the default position (state, as it was in Fallout3.esm) upon a second loading.

 

Affects: esp's only (seems to include everything even navmeshes), esm's and interior cells are unaffected.

 

Steps to reproduce the bug:

1) Create a new plugin, place a static of your choice outside Vault 101 (Vault101Exterior) and save the plugin.

2) Activate the plugin, start Fallout 3 and load any gamesave.

3) Fast travel to Vault 101 (you'll see the object that you placed) then fast travel to Megaton.

4) Fast travel back to Vault 101 and you'll see the object is now gone.

 

So basically any mod that makes a change to an exterior cell is now totally borked. This means mods that have add buildings, camps, loot, doors to interior cells, maybe even NPC's (I'm not sure) etc are all messed up. Apparently the only way to fix this is to convert all such objects to persistent objects (which mostly will be a bear in many cases) or convert your esp's to esm's. This is going to mess up a ton of mods.

 

Is there some way this could be stickied on the Uploaded Files page, or maybe even on every modding page here?. I hate for people to continue working hard on mods that people are going to start having trouble with. And I'd hate for people who've converted to 1.5 to download and install mods that are not going to work for them.

 

Any thoughts?

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I am working on a mod with many new objects in Wasteland exterior cells. Does it cause problems to have lots of persistent objects in a cell?

 

I don't know how to convert an .esp to an .esm. Any tips? Any downsides?

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i really hope everyone sees this because 1.5 is really screwed up

 

And according to people at the bethesda forums it's REQUIRED for Broken Steel. Thanks a lot bethesda for screwing us over.

 

i sware after this DLC crap i don't think i'm ever going to pay for another broken bethesda product.

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GECK 1.5 update. will probably help move mods over to 1.5

It wont. New geck is nice tho, but it won't do anything to fix the issues with 1.5

Problem with 1.5 is that it's not reading esps well. That's an exe problem.

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